Template:I BaseActbusyGoal: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
m (→‎top: Substituted IO templates)
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{I Targetname}}
{{minititle|AI_ActBusyGoal}}
*'''Activate'''
{{I|ForceNPCToActBusy|param=string|
: Begin acting busy. Begins ordering NPCs to actbusy.
:Format: <code><targetname> [hint node targetname] [teleport] [nearest] [$<custom activity or sequence>] [max time]</code>
*'''Deactivate'''
:Force an NPC to act busy.
: Cease acting busy. Ends ordering NPCs to actbusy. They will remain busy until they decide/are ordered to move, at which point they will return to normal behavior.
:*The ''targetname'' parameter specifies the name of the NPC(s).
*'''ForceNPCToActBusy <string>'''
:*The ''hint node targetname'' parameter specifies the name of the ''Hint'' node. Used to force an NPC to act busy on a specific node. If no ''hint node targetname'' is specified, it'll search for a random one.
: Format: <code><targetname> [hint node targetname] [teleport] [nearest] [$<custom activity or sequence>] [max time]</code>
:*If the ''teleport'' keyword is specified as a parameter, the NPC will teleport onto the actbusy node instead of navigating to it.
: Force an NPC to act busy.
:*If the ''nearest'' keyword is specified as a parameter, the NPC will choose the nearest valid actbusy node, instead of choosing one randomly from all valid actbusy nodes.
:The ''targetname'' parameter specifies the name of the NPC(s).
:*The ''max time'' parameter specifies the maximum time to actbusy. If no ''max time'' is specified, it'll use the default. Specifying 0 as the ''max time'' will make the NPC(s) act busy until disturbed.
:The ''hint node targetname'' parameter specifies the name of the ''Hint'' node. Used to force an NPC to act busy on a specific node. If no ''hint node targetname'' is specified, it'll search for a random one.
:*The ''$customactivityorsequence'' parameter specifies the name of a custom activity, prepended by a "$", that the NPC(s) will preform while navigating to the node, e.g. <code>$ACT_RUN</code> will make the NPC(s) run to the node. Sequence names can be used instead of activities.}}
:If the ''teleport'' keyword is specified as a parameter, the NPC will teleport onto the actbusy node instead of navigating to it.
{{I|ForceThisNPCToActBusy|param=targetname|Force an specified NPC to act busy. If there are multiple NPCs with the same name, only ''one'' will be ordered.}}
:If the ''nearest'' keyword is specified as a parameter, the NPC will choose the nearest valid actbusy node, instead of choosing one randomly from all valid actbusy nodes.
{{I|ForceThisNPCToLeave|param=targetname|Force an NPC to find an ''NPC exit point'' (<code>HINT_NPC_EXIT_POINT</code> hintnode) and vanish. Supports wildcards.}}
:The ''max time'' parameter specifies the maximum time to actbusy. If no ''max time'' is specified, it'll use the default. Specifying 0 as the ''max time'' will make the NPC(s) act busy until disturbed.
{{I|SetBusySearchRange|param=float|Alters the '''Search Range for Busy Hints''' keyvalue for all actors.}}<noinclude>
:The ''$customactivityorsequence'' parameter specifies the name of a custom activity, prepended by a "$", that the NPC(s) will preform while navigating to the node, e.g. <code>$ACT_RUN</code> will make the NPC(s) run to the node. Sequence names can be used instead of activities.
[[Category:Input Templates|BaseActbusyGoal]]
*'''ForceThisNPCToActBusy <[[ehandle]]>'''
</noinclude>
: Force a parameter-specified NPC (outputted from another entity) to act busy. Only usable from an output that specifies an entity, as a connection for outputs of other entities that pass along the NPC. The most common usage of this is to connect the ''OnSpawnNPC'' output of an [[npc_maker]] to this input, since the ''OnSpawnNPC'' output contains the spawned NPC in the parameter. If there are multiple NPCs with the same name, only ''one'' will be ordered.
*'''ForceThisNPCToLeave <[[ehandle]]>'''
: Force a parameter-specified NPC (outputted from another entity) to find an ''NPC exit point'' (HINT_NPC_EXIT_POINT hintnode) and vanish. Supports wildcards.
*'''SetBusySearchRange <float>'''
: Alters the ''busysearchrange'' keyvalue for all actors.

Latest revision as of 12:50, 21 April 2025

AI_ActBusyGoal:

ForceNPCToActBusy <string>
Format: <targetname> [hint node targetname] [teleport] [nearest] [$<custom activity or sequence>] [max time]
Force an NPC to act busy.
  • The targetname parameter specifies the name of the NPC(s).
  • The hint node targetname parameter specifies the name of the Hint node. Used to force an NPC to act busy on a specific node. If no hint node targetname is specified, it'll search for a random one.
  • If the teleport keyword is specified as a parameter, the NPC will teleport onto the actbusy node instead of navigating to it.
  • If the nearest keyword is specified as a parameter, the NPC will choose the nearest valid actbusy node, instead of choosing one randomly from all valid actbusy nodes.
  • The max time parameter specifies the maximum time to actbusy. If no max time is specified, it'll use the default. Specifying 0 as the max time will make the NPC(s) act busy until disturbed.
  • The $customactivityorsequence parameter specifies the name of a custom activity, prepended by a "$", that the NPC(s) will preform while navigating to the node, e.g. $ACT_RUN will make the NPC(s) run to the node. Sequence names can be used instead of activities.
ForceThisNPCToActBusy <targetname>
Force an specified NPC to act busy. If there are multiple NPCs with the same name, only one will be ordered.
ForceThisNPCToLeave <targetname>
Force an NPC to find an NPC exit point (HINT_NPC_EXIT_POINT hintnode) and vanish. Supports wildcards.
SetBusySearchRange <float>
Alters the Search Range for Busy Hints keyvalue for all actors.